Esempio n. 1
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        public void ensureProperLayerOrdering()
        {
            ensureProperNumberLayers();
            int numSplatLayers = TerrainGlobals.getTexturing().getActiveTextureCount();

            //create N floatN vectors
            floatN[] layerVecs = new floatN[numSplatLayers];
            for (uint k = 0; k < numSplatLayers; k++)
            {
                layerVecs[k]    = new floatN((uint)numSplatLayers);
                layerVecs[k][k] = 1;
            }

            //now, calculate a VContrib vector for the current layering.
            floatN vContrib = layerVecs[0].Clone();//start with 100% base layer

            for (uint k = 1; k < numSplatLayers; k++)
            {
                byte  b     = mLayers[(int)k].mAlphaContrib;
                int   lIdx  = mLayers[(int)k].mActiveTextureIndex;
                float alpha = ((float)b) / 255.0f;
                vContrib = (
                    (layerVecs[lIdx] * alpha) + (vContrib * (1 - alpha))
                    );
            }

            //vContrib now holds at each vector element, the amount the layer is visible to the final pixel
            //although it's not sorted in the current layer ordering
            //so, calculate the xF for the new layer ordering, and store it in a temp var
            floatN vContribSorted = new floatN((uint)numSplatLayers);

            //back solve to calculate new alpha value.
            vContribSorted[(uint)(numSplatLayers - 1)] = vContrib[(uint)(numSplatLayers - 1)];
            for (int k = (numSplatLayers - 2); k >= 0; k--)
            {
                uint  invK  = (uint)((numSplatLayers - 2) - k);
                float Vc    = vContrib[(uint)(k + 1)]; //vContrib for upper layer
                float invVc = 1.0f - Vc;

                //current layer vContrib
                float cVc = vContrib[(uint)(k)];
                float xF  = invVc == 0 ? 0 : (cVc / invVc);

                //move back
                vContribSorted[(uint)k] = xF;
            }

            //now copy back to the unsorted layer index
            for (int k = 0; k < numSplatLayers; k++)
            {
                mLayers[k].mAlphaContrib = (byte)(vContribSorted[(uint)mLayers[k].mActiveTextureIndex] * 255);
            }

            //ensure layers are sorted
            ensureProperSorting();
        }
Esempio n. 2
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        public override bool applyToDstImg(BTerrainQuadNode node, int x, int z, bool selectionMode, bool alternate)
        {
            BTerrainLayerContainer       layers = node.mLayerContainer;
            BTerrainActiveDecalContainer decal  = TerrainGlobals.getTexturing().getActiveDecal(TerrainGlobals.getTerrainFrontEnd().SelectedDecalIndex);

            bool changed = false;



            return(changed);
        }
Esempio n. 3
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        public bool init(int decalIndex)
        {
            mDecalArrayIndex = decalIndex;

            BTerrainActiveDecalContainer decal = TerrainGlobals.getTexturing().getActiveDecal(TerrainGlobals.getTerrainFrontEnd().SelectedDecalIndex);
            SurfaceDescription           sd    = decal.mTexChannels[0].mTexture.GetLevelDescription(0);

            mDecalRadius = sd.Width / 2;
            mDecalWidth  = sd.Width;
            mDecalHeight = sd.Height;
            return(true);
        }
Esempio n. 4
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        public bool mIsSelected;       //editor can select a decal instance

        public void computeBounds()
        {
            float vertsToHighResPixelSpaceRatio = BTerrainTexturing.getTextureWidth() / BTerrainQuadNode.cMaxWidth;

            BTerrainActiveDecalContainer dcl = TerrainGlobals.getTexturing().getActiveDecal(mActiveDecalIndex);
            int h = (int)(dcl.mWidth * (1.0f / mUScale));
            int w = (int)(dcl.mHeight * (1.0f / mVScale));

            //rotate our bounds
            float angleRad = mRotation;// -rotAngle * Math.PI / 180;
            float angleCos = (float)Math.Cos(angleRad);
            float angleSin = (float)Math.Sin(angleRad);

            float halfWidth  = w >> 1;
            float halfHeight = h >> 1;

            float halfNewWidth, halfNewHeight;
            int   newWidth, newHeight;


            // rotate corners
            float cx1 = halfWidth * angleCos;
            float cy1 = halfWidth * angleSin;

            float cx2 = halfWidth * angleCos - halfHeight * angleSin;
            float cy2 = halfWidth * angleSin + halfHeight * angleCos;

            float cx3 = -halfHeight * angleSin;
            float cy3 = halfHeight * angleCos;

            float cx4 = 0;
            float cy4 = 0;

            halfNewWidth  = Math.Max(Math.Max(cx1, cx2), Math.Max(cx3, cx4)) - Math.Min(Math.Min(cx1, cx2), Math.Min(cx3, cx4));
            halfNewHeight = Math.Max(Math.Max(cy1, cy2), Math.Max(cy3, cy4)) - Math.Min(Math.Min(cy1, cy2), Math.Min(cy3, cy4));

            newWidth  = (int)(halfNewWidth * 2 + 0.5);
            newHeight = (int)(halfNewHeight * 2 + 0.5);


            w = newWidth >> 1;
            h = newHeight >> 1;


            mTileBoundsMin.X = (int)((mTileCenter.X - (w)) / vertsToHighResPixelSpaceRatio);
            mTileBoundsMax.X = (int)((mTileCenter.X + (w)) / vertsToHighResPixelSpaceRatio);
            mTileBoundsMin.Y = (int)((mTileCenter.Y - (h)) / vertsToHighResPixelSpaceRatio);
            mTileBoundsMax.Y = (int)((mTileCenter.Y + (h)) / vertsToHighResPixelSpaceRatio);
        }
Esempio n. 5
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        public int giveLayerIDAtPixel(int x, int y, ref BTerrainTexturingLayer.eLayerType selectedLayerType, bool doSelectDecal)
        {
            int index = giveLayerIDAtPixelInternal(x, y, mLayers.Count - 1, ref selectedLayerType);

            if (index == -1)
            {
                return(0);
            }

            if (selectedLayerType == BTerrainTexturingLayer.eLayerType.cLayer_Decal && doSelectDecal)
            {
                TerrainGlobals.getTexturing().selectActiveDecalInstance(mLayers[index].mActiveTextureIndex);
                return(mLayers[index].mActiveTextureIndex);
            }

            return(index);

            /*
             * for (int i = mLayers.Count - 1; i >= 0; i--)
             * {
             *
             * if (mLayers[i].mAlphaLayer[x + BTerrainTexturing.getAlphaTextureWidth() * y] != 0)
             * {
             *    if (mLayers[i].mLayerType == BTerrainTexturingLayer.eLayerType.cLayer_Splat)
             *    {
             *       selectedLayerType = BTerrainTexturingLayer.eLayerType.cLayer_Splat;
             *       return mLayers[i].mActiveTextureIndex;
             *    }
             *    else
             *    {
             *       BTerrainDecalInstance dcli = TerrainGlobals.getTexturing().getActiveDecalInstance(mLayers[i].mActiveTextureIndex);
             *       if (TerrainGlobals.getEditor().mVisTileIntetersectionX <= dcli.mTileBoundsMax.X && TerrainGlobals.getEditor().mVisTileIntetersectionX >= dcli.mTileBoundsMin.X &&
             *          TerrainGlobals.getEditor().mVisTileIntetersectionZ <= dcli.mTileBoundsMax.Y && TerrainGlobals.getEditor().mVisTileIntetersectionZ >= dcli.mTileBoundsMin.Y)
             *       {
             *          if (doSelectDecal)
             *             TerrainGlobals.getTexturing().selectActiveDecalInstance(mLayers[i].mActiveTextureIndex);
             *
             *          selectedLayerType = BTerrainTexturingLayer.eLayerType.cLayer_Decal;
             *          return dcli.mActiveDecalIndex;
             *       }
             *    }
             * }
             * }
             *
             * selectedLayerType = BTerrainTexturingLayer.eLayerType.cLayer_Splat;
             * return mLayers[0].mActiveTextureIndex;
             * */
        }
Esempio n. 6
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        void ensureProperNumberLayers()
        {
            bool[] usedTexSlots = new bool[TerrainGlobals.getTexturing().getActiveTextureCount()];
            for (int k = 0; k < mLayers.Count; k++)
            {
                if (mLayers[k].mLayerType == BTerrainTexturingLayer.eLayerType.cLayer_Splat)
                {
                    usedTexSlots[mLayers[k].mActiveTextureIndex] = true;
                }
            }


            for (int k = 0; k < usedTexSlots.Length; k++)
            {
                if (!usedTexSlots[k])
                {
                    newSplatLayer(k);
                }
            }
        }
Esempio n. 7
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        public void unselectActiveDecalInstance(int activeDecalInstanceIndex)
        {
            if (activeDecalInstanceIndex < 0 || activeDecalInstanceIndex >= mDecalInstances.Count)
            {
                return;
            }
            mDecalInstances[activeDecalInstanceIndex].mIsSelected = false;

            List <BTerrainQuadNode> nodes = TerrainGlobals.getTexturing().giveNodesIntersectingDecalInstance(activeDecalInstanceIndex);

            for (int i = 0; i < nodes.Count; i++)
            {
                //nodes[i].getTextureData().free();
                for (int lod = 0; lod < Terrain.BTerrainTexturing.cMaxNumLevels; lod++)
                {
                    nodes[i].getTextureData(lod).free();
                }
            }
            nodes.Clear();
            nodes = null;
        }
Esempio n. 8
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        public void loadTextures()
        {
            if (mTexChannels == null)
            {
                mTexChannels = new TextureHandle[(int)BTerrainTexturing.eTextureChannels.cSplatChannelCount];
            }

            if (!File.Exists(mFilename))
            {
                mFilename       = EditorCore.CoreGlobals.getWorkPaths().mBlankTextureName;
                mTexChannels[0] = BRenderDevice.getTextureManager().getTexture(mFilename); // = TextureLoader.FromFile(BRenderDevice.getDevice(),mFilename);
                mTexChannels[1] = BRenderDevice.getTextureManager().getTexture(mFilename); // = TextureLoader.FromFile(BRenderDevice.getDevice(), mFilename);

                return;
            }


            mTexChannels[0] = BRenderDevice.getTextureManager().getTexture(mFilename, TerrainGlobals.getTexturing().activeTextureReloaded);//         mTexChannels[0] = TextureLoader.FromFile(BRenderDevice.getDevice(), mFilename);

            String ext   = Path.GetExtension(mFilename);
            string tName = mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_nm" + ext;

            mTexChannels[1] = BRenderDevice.getTextureManager().getTexture(tName, TerrainGlobals.getTexturing().activeTextureReloaded);// = TextureLoader.FromFile(BRenderDevice.getDevice(), tName);


            //gather our information data for the editor
            mMatHasEmissive = File.Exists(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_em" + ext);
            mMatHasEnvMask  = File.Exists(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_rm" + ext);
            mMatHasSpecular = File.Exists(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_sp" + ext);
            mMatHasMask     = File.Exists(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_mk" + ".bmp");

            //calculate our total memory footprint for this texture
            m360MemoryFootprint  = 0;
            m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_df.ddx");
            m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_nm.ddx");
            m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_em.ddx");
            m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_rm.ddx");
            m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_sp.ddx");
        }
Esempio n. 9
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        public int giveDecalLayerIDAtPixel(int x, int y, bool doSelect)
        {
            BTerrainTexturingLayer.eLayerType reftype = BTerrainTexturingLayer.eLayerType.cLayer_Decal;
            int index = 0;
            int start = mLayers.Count - 1;

            while (reftype != BTerrainTexturingLayer.eLayerType.cLayer_Decal)
            {
                index = giveLayerIDAtPixelInternal(x, y, start, ref reftype);
                if (index == -1)
                {
                    return(0);
                }
            }

            if (doSelect)
            {
                TerrainGlobals.getTexturing().selectActiveDecalInstance(mLayers[index].mActiveTextureIndex);
            }

            return(index);
        }
Esempio n. 10
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        public void removeLayersWithWrongID()
        {
            //layer 0 is always a splat
            if (mLayers.Count == 1 && mLayers[0].mActiveTextureIndex >= TerrainGlobals.getTexturing().getActiveTextureCount())
            {
                mLayers[0].mActiveTextureIndex = 0;
                return;
            }

            for (int i = 0; i < mLayers.Count; i++)
            {
                if ((mLayers[i].mActiveTextureIndex >= TerrainGlobals.getTexturing().getActiveTextureCount() && mLayers[i].mLayerType == BTerrainTexturingLayer.eLayerType.cLayer_Splat) ||
                    (mLayers[i].mActiveTextureIndex >= TerrainGlobals.getTexturing().getActiveDecalInstancesCount() && mLayers[i].mLayerType == BTerrainTexturingLayer.eLayerType.cLayer_Decal))
                {
                    clearLayerAlpha(i);
                    mLayers.RemoveAt(i);
                    i--;
                }
            }

            fullLayerAlpha(0);
        }
Esempio n. 11
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        private int giveLayerIDAtPixelInternal(int x, int y, int startingLayer, ref BTerrainTexturingLayer.eLayerType selectedLayerType)
        {
            if (startingLayer > mLayers.Count - 1)
            {
                startingLayer = mLayers.Count - 1;
            }

            if (startingLayer < 0)
            {
                selectedLayerType = BTerrainTexturingLayer.eLayerType.cLayer_Splat;
                return(0);
            }

            for (int i = startingLayer; i >= 0; i--)
            {
                if (mLayers[i].mAlphaLayer[x + BTerrainTexturing.getAlphaTextureWidth() * y] != 0)
                {
                    if (mLayers[i].mLayerType == BTerrainTexturingLayer.eLayerType.cLayer_Splat)
                    {
                        selectedLayerType = BTerrainTexturingLayer.eLayerType.cLayer_Splat;
                        return(mLayers[i].mActiveTextureIndex);
                    }
                    else
                    {
                        BTerrainDecalInstance dcli = TerrainGlobals.getTexturing().getActiveDecalInstance(mLayers[i].mActiveTextureIndex);
                        if (TerrainGlobals.getEditor().mVisTileIntetersectionX <= dcli.mTileBoundsMax.X && TerrainGlobals.getEditor().mVisTileIntetersectionX >= dcli.mTileBoundsMin.X &&
                            TerrainGlobals.getEditor().mVisTileIntetersectionZ <= dcli.mTileBoundsMax.Y && TerrainGlobals.getEditor().mVisTileIntetersectionZ >= dcli.mTileBoundsMin.Y)
                        {
                            selectedLayerType = BTerrainTexturingLayer.eLayerType.cLayer_Decal;
                            return(i);// dcli.mActiveDecalIndex;
                        }
                    }
                }
            }

            selectedLayerType = BTerrainTexturingLayer.eLayerType.cLayer_Splat;
            return(-1);
        }
Esempio n. 12
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        public void evaluateLOD(Vector3 pt, Vector3 eye, BTerrainLayerContainer layers, BTerrainQuadNode ownerQN)//CLM this is only called on visible nodes
        {
            mAgePrediction = mAgePrediction | 0x00000001;

            int lod = TerrainGlobals.getTexturing().getTextureLODLevel(pt, eye);

            if (lod != mTextureLODLevel)// || mCompositeTexture==null || mCompositeTexture.mState==eCompositeTextureState.cCS_Free)
            {
                mTextureLODLevel = lod;
                if (mCompositeTexture != null)
                {
                    mCompositeTexture.free();
                    mCompositeTexture = null;
                }

                /*
                 * mCompositeTexture = TerrainGlobals.getTexturing().getCompositeTexture((int)(BTerrainTexturing.getTextureWidth() >> mTextureLODLevel), (int)(BTerrainTexturing.getTextureHeight() >> mTextureLODLevel));
                 * if (mCompositeTexture != null)
                 * {
                 * mCompositeTexture.mOwnerNode = ownerQN;
                 * layers.convertToTexturingDataHandle(ref mCompositeTexture);
                 * }*/
            }
        }
Esempio n. 13
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        public static void MaskCurrentTexture(bool bUseTextureFade)
        {
            int totalNumVerts = TerrainGlobals.getTerrain().getNumXVerts();
            int i             = -1;

            int selTexIndex = TerrainGlobals.getTerrainFrontEnd().SelectedTextureIndex;

            BTerrainActiveTextureContainer activeTex = TerrainGlobals.getTexturing().getActiveTexture(TerrainGlobals.getTerrainFrontEnd().SelectedTextureIndex);

            if (activeTex.mMatHasMask == false)
            {
                return;
            }

            Image img = Image.FromFile(activeTex.getMaskFileName());

            if (img == null)
            {
                return;
            }
            IMask m = CreateMask(img);

            if (m == null)
            {
                return;
            }
            img.Dispose();

            for (int x = 0; x < totalNumVerts; x++)
            {
                for (int z = 0; z < totalNumVerts; z++)
                {
                    float baseValue;
                    float factor = 0;
                    if (checkBaseWritePermission(x, z, out baseValue) == false)
                    {
                        continue;
                    }
                    BTerrainTextureVector vec = TerrainGlobals.getEditor().giveTextureDataAtVertex(x, z);

                    if (vec.containsID(selTexIndex, BTerrainTexturingLayer.eLayerType.cLayer_Splat))
                    {
                        int splatindex = vec.giveLayerIndex(selTexIndex, BTerrainTexturingLayer.eLayerType.cLayer_Splat);

                        float layeralpha = vec.mLayers[splatindex].mAlphaContrib / 255f;
                        float maskAlpha  = 0;
                        if (layeralpha == 0)
                        {
                            continue;
                        }


                        maskAlpha = m.GetMaskWeight(((z % 64) * 64) + (x % 64));
                        //layeralpha = m.GetMaskWeight((( x) * totalNumVerts) + ( z));
                        if (bUseTextureFade)
                        {
                            maskAlpha = maskAlpha * layeralpha;
                        }
                        if (maskAlpha == 0)
                        {
                            continue;
                        }

                        i++;

                        addSelectedVert(x, z, maskAlpha);
                    }
                }
            }
        }
Esempio n. 14
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        public void computeDecalLayerAlphaContrib(int layerIndex, int minXVertex, int minZVertex)
        {
            if (layerIndex < 0 || layerIndex >= mLayers.Count)
            {
                return;
            }

            //grab our decal instance
            if (mLayers[layerIndex].mLayerType != BTerrainTexturingLayer.eLayerType.cLayer_Decal)
            {
                return;
            }

            float vertsToHighResPixelSpaceRatio = BTerrainTexturing.getTextureWidth() / BTerrainQuadNode.cMaxWidth;

            BTerrainDecalInstance        dcli = TerrainGlobals.getTexturing().getActiveDecalInstance(mLayers[layerIndex].mActiveTextureIndex);
            BTerrainActiveDecalContainer dcl  = TerrainGlobals.getTexturing().getActiveDecal(dcli.mActiveDecalIndex);


            //scale, rotate, translate us
            int h  = dcl.mHeight;
            int w  = dcl.mWidth;
            int nW = (int)(w * ((1.0f / dcli.mUScale) / vertsToHighResPixelSpaceRatio));
            int nH = (int)(h * ((1.0f / dcli.mVScale) / vertsToHighResPixelSpaceRatio));
            int tW = 0;
            int tH = 0;

            byte[] tImgResized = null;
            byte[] tImgRotated = null;
            byte[] imgDat      = new byte[h * w];
            imgDat      = ImageManipulation.valueGreyScaleImg(imgDat, w, h, ImageManipulation.eValueOperation.cValue_Set, 255);
            tImgResized = ImageManipulation.resizeGreyScaleImg(imgDat, w, h, nW, nH, ImageManipulation.eFilterType.cFilter_Linear);
            tImgRotated = ImageManipulation.rotateGreyScaleImg(tImgResized, nW, nH, (float)(-dcli.mRotation * (180.0f / Math.PI)), false, out nW, out nH, ImageManipulation.eFilterType.cFilter_Nearest);

            byte[] tImg   = tImgRotated;
            int    startX = (int)((dcli.mTileCenter.X / vertsToHighResPixelSpaceRatio) - (nW >> 1) - minXVertex);
            int    startY = (int)((dcli.mTileCenter.Y / vertsToHighResPixelSpaceRatio) - (nH >> 1) - minZVertex);

            clearLayerAlpha(layerIndex);

            //copy back to masking
            for (int i = 0; i < nW; i++)
            {
                for (int j = 0; j < nH; j++)
                {
                    int iS = startX + i;
                    if (iS < 0 || iS >= BTerrainTexturing.getAlphaTextureWidth())
                    {
                        continue;
                    }

                    int jS = startY + j;
                    if (jS < 0 || jS >= BTerrainTexturing.getAlphaTextureHeight())
                    {
                        continue;
                    }

                    int srcIndex = j + i * nW;
                    int dstIndex = (int)(iS + BTerrainTexturing.getAlphaTextureHeight() * jS);

                    byte val = tImg[srcIndex];
                    mLayers[layerIndex].mAlphaLayer[dstIndex] = val;
                }
            }

            //also, walk any layers that exist above us, and subtract out their values as well
            for (int k = layerIndex + 1; k < mLayers.Count; k++)
            {
                if (mLayers[k].mLayerType == BTerrainTexturingLayer.eLayerType.cLayer_Splat)
                {
                    for (int i = 0; i < BTerrainTexturing.getAlphaTextureWidth() * BTerrainTexturing.getAlphaTextureHeight(); i++)
                    {
                        mLayers[layerIndex].mAlphaLayer[i] = (byte)BMathLib.Clamp(mLayers[layerIndex].mAlphaLayer[i] - mLayers[k].mAlphaLayer[i], 0, 255);
                    }
                }
            }

            imgDat      = null;
            tImgResized = null;
            tImgRotated = null;
            tImg        = null;
        }
Esempio n. 15
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        public void loadTextures()
        {
            if (mTexChannels == null)
            {
                mTexChannels = new TextureHandle[(int)BTerrainTexturing.eTextureChannels.cDecalChannelCount + 1];
            }

            if (!File.Exists(mFilename))
            {
                mFilename = EditorCore.CoreGlobals.getWorkPaths().mBlankTextureName;
                mTexChannels[(int)BTerrainTexturing.eTextureChannels.cAlbedo]  = BRenderDevice.getTextureManager().getTexture(mFilename); // = TextureLoader.FromFile(BRenderDevice.getDevice(),mFilename);
                mTexChannels[(int)BTerrainTexturing.eTextureChannels.cNormal]  = BRenderDevice.getTextureManager().getTexture(mFilename); // = TextureLoader.FromFile(BRenderDevice.getDevice(), mFilename);
                mTexChannels[(int)BTerrainTexturing.eTextureChannels.cOpacity] = BRenderDevice.getTextureManager().getTexture(mFilename); // = TextureLoader.FromFile(BRenderDevice.getDevice(), mFilename);

                return;
            }


            mTexChannels[(int)BTerrainTexturing.eTextureChannels.cAlbedo] = BRenderDevice.getTextureManager().getTexture(mFilename, TerrainGlobals.getTexturing().activeDecalReloaded);//         mTexChannels[0] = TextureLoader.FromFile(BRenderDevice.getDevice(), mFilename);

            String ext   = Path.GetExtension(mFilename);
            string tName = mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_nm" + ext;

            mTexChannels[(int)BTerrainTexturing.eTextureChannels.cNormal] = BRenderDevice.getTextureManager().getTexture(tName, TerrainGlobals.getTexturing().activeDecalReloaded);// = TextureLoader.FromFile(BRenderDevice.getDevice(), tName);

            tName = mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_op" + ext;
            mTexChannels[(int)BTerrainTexturing.eTextureChannels.cOpacity] = BRenderDevice.getTextureManager().getTexture(tName, TerrainGlobals.getTexturing().activeDecalReloaded);// = TextureLoader.FromFile(BRenderDevice.getDevice(), tName);

            SurfaceDescription sd = mTexChannels[(int)BTerrainTexturing.eTextureChannels.cAlbedo].mTexture.GetLevelDescription(0);

            mWidth  = sd.Width;
            mHeight = sd.Height;

            //calculate our total memory footprint for this texture
            m360MemoryFootprint = 0;
            //m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_df.ddx");
            //m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_nm.ddx");
            //m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_em.ddx");
            //m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_rm.ddx");
            //m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_sp.ddx");
            //m360MemoryFootprint += DDXBridge.give360TextureMemFootprint(mFilename.Substring(0, mFilename.LastIndexOf("_df")) + "_op.ddx");
        }
Esempio n. 16
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        public void ensureProperLayerOrdering()
        {
            ensureProperNumberLayers();
            int numSplatLayers = TerrainGlobals.getTexturing().getActiveTextureCount();
            int aWidth         = (int)BTerrainTexturing.getAlphaTextureWidth();
            int aHeight        = (int)BTerrainTexturing.getAlphaTextureHeight();

            for (int y = 0; y < aHeight; y++)
            {
                for (int x = 0; x < aWidth; x++)
                {
                    int aIndex = x + aWidth * y;

                    //create N floatN vectors
                    floatN[] layerVecs = new floatN[numSplatLayers];
                    for (uint k = 0; k < numSplatLayers; k++)
                    {
                        layerVecs[k]    = new floatN((uint)numSplatLayers);
                        layerVecs[k][k] = 1;
                    }

                    //quick early out test to make sure we're not screwing up by re-normalizing..
                    floatN nVal = new floatN((uint)numSplatLayers);
                    for (uint k = 0; k < numSplatLayers; k++)
                    {
                        byte  b     = mLayers[(int)k].mAlphaLayer[aIndex];
                        float alpha = ((float)b) / 255.0f;
                        nVal[k] = alpha;
                    }
                    float len = nVal.Length();
                    if (len == 1.0f)
                    {
                        continue;
                    }


                    //now, calculate a VContrib vector for the current layering.
                    floatN vContrib = layerVecs[0].Clone();//start with 100% base layer
                    for (uint k = 1; k < numSplatLayers; k++)
                    {
                        byte  b     = mLayers[(int)k].mAlphaLayer[aIndex];
                        int   lIdx  = mLayers[(int)k].mActiveTextureIndex;
                        float alpha = ((float)b) / 255.0f;
                        vContrib = (
                            (layerVecs[lIdx] * alpha) + (vContrib * (1 - alpha))
                            );
                    }

                    //vContrib now holds at each vector element, the amount the layer is visible to the final pixel
                    //although it's not sorted in the current layer ordering
                    //so, calculate the xF for the new layer ordering, and store it in a temp var
                    floatN vContribSorted    = new floatN((uint)numSplatLayers);
                    floatN vContribSortedInv = new floatN((uint)numSplatLayers);

                    //back solve to calculate new alpha value.
                    vContribSorted[(uint)(numSplatLayers - 1)]    = vContrib[(uint)(numSplatLayers - 1)];
                    vContribSortedInv[(uint)(numSplatLayers - 1)] = 1 - vContribSorted[(uint)(numSplatLayers - 1)];
                    for (int k = (numSplatLayers - 2); k >= 0; k--)
                    {
                        //multiply the inversions together that we have so far.
                        float mulSoFar = 1;
                        for (uint q = (uint)k + 1; q < numSplatLayers; q++)
                        {
                            mulSoFar *= vContribSortedInv[q];
                        }


                        vContribSorted[(uint)k]    = mulSoFar == 0 ? 0 : vContrib[(uint)(k)] / mulSoFar;
                        vContribSortedInv[(uint)k] = 1 - vContribSorted[(uint)k];

                        //uint invK = (uint)((numSplatLayers - 2) - k);
                        //float Vc = vContrib[(uint)(k + 1)];   //vContrib for upper layer
                        //float invVc = 1.0f - Vc;

                        ////current layer vContrib
                        //float cVc = vContrib[(uint)(k)];
                        //float xF = invVc==0?0:(cVc / invVc);

                        ////move back
                        //vContribSorted[(uint)k] = xF;
                    }

                    //now copy back to the unsorted layer index
                    for (int k = 0; k < numSplatLayers; k++)
                    {
                        mLayers[k].mAlphaLayer[aIndex] = (byte)(vContribSorted[(uint)mLayers[k].mActiveTextureIndex] * 255);
                    }
                }
            }

            //ensure layers are sorted
            ensureProperSorting();
        }
Esempio n. 17
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        //CLM USED FOR EXPORT
        public unsafe void convertLayersToTexturingDataHandle(BTerrainLayerContainer input, List <Texture> tempAlphaTextures, BTerrainCompositeTexture output, int minXVert, int minZVert, int lod, int channelCount)
        {
            //  BTerrainLayerContainer input = node.mLayerContainer;
            //  BTerrainCompositeTexture output = node.getTextureData(lod).mCompositeTexture;

            Viewport vp = new Viewport();

            vp.X      = output.mXPixelOffset;
            vp.Y      = output.mYPixelOffset;
            vp.Width  = output.mWidth;
            vp.Height = output.mWidth;
            vp.MinZ   = 0;
            vp.MaxZ   = 1;
            BRenderDevice.getDevice().Viewport = vp;

            Microsoft.DirectX.Direct3D.Effect shader = TerrainGlobals.getTexturing().mCompositeShader;
            shader.Begin(0);
            shader.BeginPass(0);

            for (int i = 0; i < channelCount; i++)
            {
                for (int k = 0; k < output.mNumMips; k++)
                {
                    //actually render
                    Surface compositeTarget = null;
                    float   scale           = 1;

                    try
                    {
                        if (output.UsingAtlas == false)
                        {
                            compositeTarget = output.mTextures[i].GetSurfaceLevel(k);
                            BRenderDevice.getDevice().SetRenderTarget(0, compositeTarget);
                        }
                        else
                        {
                            BTerrainCompositeAtlasTexture atlas = output.mAtlas;

                            if (atlas.mTextures[i].Disposed == true)
                            {
                                atlas.reCreate();
                            }

                            scale           = atlas.mAtlasScale;
                            compositeTarget = atlas.mTextures[i].GetSurfaceLevel(k);
                            BRenderDevice.getDevice().SetRenderTarget(0, compositeTarget);
                        }


                        {
                            BTerrainTexturingLayer.eLayerType lastType = BTerrainTexturingLayer.eLayerType.cLayer_Splat;

                            float layerInc = 1.0f / (float)(cMaxNumBlends - 1);// (float)input.getNumLayers();
                            for (int j = 0; j < input.getNumLayers(); j++)
                            {
                                //    BRenderDevice.getDevice().Clear(ClearFlags.ZBuffer | ClearFlags.Target, unchecked((int)0xFFFF0000), 1.0f, 0);

                                //compose a splat
                                shader.SetValue(mShaderContribOverride, 1);
                                shader.SetValue(mShaderAlphaOverride, 1);
                                if (input.giveLayer(j).mLayerType == BTerrainTexturingLayer.eLayerType.cLayer_Splat)
                                {
                                    if (lastType != BTerrainTexturingLayer.eLayerType.cLayer_Splat)
                                    {
                                        shader.EndPass();
                                        shader.BeginPass(0);
                                        lastType = BTerrainTexturingLayer.eLayerType.cLayer_Splat;
                                    }

                                    if (TerrainGlobals.getEditor().getRenderMode() == BTerrainEditor.eEditorRenderMode.cRenderTextureSelectRender)
                                    {
                                        if (TerrainGlobals.getEditor().getMode() != BTerrainEditor.eEditorMode.cModeTexEdit)
                                        {
                                            if (j == 0)
                                            {
                                                shader.SetValue(mShaderContribOverride, 0);
                                                shader.SetValue(mShaderAlphaOverride, 0);
                                            }
                                            else
                                            {
                                                continue;
                                            }
                                        }
                                        else
                                        {
                                            if (input.giveLayer(j).mActiveTextureIndex != TerrainGlobals.getTerrainFrontEnd().SelectedTextureIndex)
                                            {
                                                shader.SetValue(mShaderContribOverride, 0);
                                            }
                                            else
                                            {
                                                shader.SetValue(mShaderContribOverride, 1);
                                            }
                                            shader.SetValue(mShaderAlphaOverride, 0);
                                        }
                                    }


                                    float targetLayer = (float)(j * layerInc);
                                    shader.SetValue(mShaderNumLayersHandle, targetLayer);
                                    shader.SetValue(mShaderAlphaTexArrayHandle, tempAlphaTextures[j]);


                                    //lock in our target texture
                                    BTerrainActiveTextureContainer active = TerrainGlobals.getTexturing().getActiveTexture(input.giveLayer(j).mActiveTextureIndex);
                                    if (active == null)
                                    {
                                        compositeTarget.Dispose();
                                        continue;
                                    }

                                    shader.SetValue(mShaderTexArrayHandle, active.mTexChannels[i].mTexture);
                                    float[] uvs = new float[2];
                                    uvs[0] = active.mUScale;
                                    uvs[1] = active.mVScale;

                                    shader.SetValue(mShaderLayerUV, uvs);
                                }
                                else //compose a decal
                                {
                                    if (lastType != BTerrainTexturingLayer.eLayerType.cLayer_Decal)
                                    {
                                        shader.EndPass();
                                        shader.BeginPass(1);
                                        lastType = BTerrainTexturingLayer.eLayerType.cLayer_Decal;
                                    }

                                    bool doWhite = false;
                                    if (TerrainGlobals.getEditor().getRenderMode() == BTerrainEditor.eEditorRenderMode.cRenderTextureSelectRender)
                                    {
                                        if (TerrainGlobals.getEditor().getMode() == BTerrainEditor.eEditorMode.cModeTexEdit)
                                        {
                                            shader.SetValue(mShaderContribOverride, 0);
                                        }
                                        else if (TerrainGlobals.getEditor().getMode() == BTerrainEditor.eEditorMode.cModeDecalEdit)
                                        {
                                            doWhite = true;
                                            if (TerrainGlobals.getTexturing().getActiveDecalInstance(input.giveLayer(j).mActiveTextureIndex).mActiveDecalIndex != TerrainGlobals.getTerrainFrontEnd().SelectedDecalIndex)
                                            {
                                                shader.SetValue(mShaderContribOverride, 0);
                                            }
                                            else
                                            {
                                                shader.SetValue(mShaderContribOverride, 1);
                                                shader.SetValue(mShaderAlphaOverride, 1);
                                            }
                                        }
                                    }

                                    //Grab our decal instance
                                    BTerrainDecalInstance decal = getActiveDecalInstance(input.giveLayer(j).mActiveTextureIndex);
                                    if (decal == null)
                                    {
                                        compositeTarget.Dispose();
                                        continue;
                                    }
                                    Vector4 selColor = new Vector4(1, 1, 1, 1);
                                    if (decal.mIsSelected)
                                    {
                                        selColor.Y = 0.75f;
                                        selColor.Z = 0.75f;
                                    }
                                    shader.SetValue(mShaderColorOverload, selColor);



                                    //grab the decal we care about
                                    BTerrainActiveDecalContainer active = getActiveDecal(decal.mActiveDecalIndex);
                                    if (active == null)
                                    {
                                        compositeTarget.Dispose();
                                        continue;
                                    }
                                    if (doWhite)
                                    {
                                        shader.SetValue(mShaderAlphaTexArrayHandle, tempAlphaTextures[0]);
                                    }
                                    else
                                    {
                                        shader.SetValue(mShaderAlphaTexArrayHandle, tempAlphaTextures[j]);
                                    }
                                    shader.SetValue(mShaderAlphaTexDecalHandle, active.mTexChannels[(int)BTerrainTexturing.eTextureChannels.cOpacity].mTexture);
                                    shader.SetValue(mShaderTexDecalHandle, active.mTexChannels[i].mTexture);

                                    float[] decalDat = new float[4];
                                    decalDat[0] = decal.mRotation;


                                    //compute our U and V offset
                                    float vertsToHighResPixelSpaceRatio = BTerrainTexturing.getTextureWidth() / BTerrainQuadNode.cMaxWidth;
                                    decalDat[1] = (decal.mTileCenter.X - (minXVert * vertsToHighResPixelSpaceRatio)) / BTerrainTexturing.getTextureWidth();
                                    decalDat[2] = (decal.mTileCenter.Y - (minZVert * vertsToHighResPixelSpaceRatio)) / BTerrainTexturing.getTextureHeight();

                                    decalDat[3] = 0;

                                    shader.SetValue(mShaderLayerDecalData, decalDat);

                                    float[] uvs = new float[2];
                                    uvs[0] = decal.mUScale;
                                    uvs[1] = decal.mVScale;
                                    shader.SetValue(mShaderLayerUV, uvs);
                                }

                                shader.CommitChanges();
                                BRenderDevice.getDevice().Viewport = vp;
                                BRenderDevice.getDevice().DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);
                            }

                            shader.EndPass();
                            shader.BeginPass(0);
                        }
                    }
                    catch (Direct3DXException e)
                    {
                        CoreGlobals.getErrorManager().SendToErrorWarningViewer("An error has occured during the compositing process");
                    }
                    finally
                    {
                        if (compositeTarget != null)
                        {
                            compositeTarget.Dispose();
                        }
                    }
                }
            }
            shader.EndPass();
            shader.End();
        }